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Posts by Thomas
Thomas' Profile - Posts by Thomas
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How do you make a vertical auto scrolling level? I've tried using all the scrolls, and they either scroll horizontally or don't seem to do anything, and I've also tried using the Layer 2 Fall sprite command, but but it didn't seem to do anything (besides make Mario bounce up and down).

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Recently, I tried out IceYoshi's "Ultimate n00b Boss" to try to create my own custom bosses. Except theres one problem: Whenever I try to use xkas to insert the sprite, I get the error message "Error Detected in Assembling", and it asks me if I want to abort or continue the inserting of the sprite. If I say to continue, I get the message "dcb INIT not found in .\sprites\boss.asm" I looked in the ASM file several times, and could not find anything that seemed like it described. Does anyone know where I should look for the problem?

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Yes.

Also, I found a section on "INIT" in the ASM file for the sprite. Not sure if the problem is with that, but here is what it looks like:

print "INIT ",pc
PHX
LDX #$0A

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Well, that could explain something.

EDIT: Now I can insert the sprite, but... It doesn't seem to do anything. I've tried a couple of different sprites, but none of them change. -_-'

EDIT AGAIN: Figured it out, but after I edited the ASM for about 5 minutes and tried inserting again, it said "xkas reported error. Refer to temp.log and tmpasm.asm". Er, what?

EDITEDITEDIT: Once again, figured it out.

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Looks awsome, but in the third picture, it appears theres something wrong with the left edge of the spring...

EDIT: Also noticed there appears to be a weird block in the 5th image on the right side.

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I asked the same question on the Youtube page. It is the music for the level, but his computer recording doesn't record sound so he had to add it in afterwards.

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I have a few questions about custom sprites...

1. Is there any way to insert another custom sprite without having to replace all the other ones in the rom (or do they automatically replace)?

2. Whenever I use Romi's Sprite Tool to insert some of my sprites, it will at some point say that one of the sprites couldn't be loaded. Going into the sprite.txt file and rearranging the order of the sprites seems to fix this. Any way to keep this from happening?

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Yes, I know about that. I'm not changing the sprite's number, I'm changing the order the sprites (and their numbers) are in.

Also, when you answered number 1, I don't think you understood...
Lets say I've inserted a bunch of custom sprites into a rom. Then, later, I decide I want to add some more sprites. Do I need to go back through the levels I've already done and replace the sprites (I heard somewhere that they become the normal sprites again, not the custom ones), or are they automatically replaced?

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I'm a little new to using Translhextion, and I really have no idea how to use it...

I'm trying to use FuSoYa's screen scrolling pipes, and it says I have to find a spot with 0x1000 or more free bytes. How do I figure that out, and can you also provide a link to a tutorial?

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I was trying to use FuSoYa's Screen Scrolling pipes, but I ran into a problem: When I got to the part where I had to insert the GFX, I did so, but the Map16 page (4) looked like a jumble of SMW blocks. I was sure I followed the steps, so I tried again. Guess what? Same result. Either the graphics files FuSoYa gave arn't working, or I screwed something up completely.
-_-'

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Heres the instructions from the Readme on the graphics:

6. Open pipes.bat and that should apply all the ASM to your ROM. [Did that.]

7. 7a-If you don't have any other custom blocks in your ROM (yet), open noblocks.bat. That will apply noblocks.asm, a patch I made for anyone not using any other custom blocks. This doesn't mean you can never use other custom blocks, it just means you haven't put any in yet. [I hadn't inserted custom blocks at the time, so I opened pipes.bat and then noblocks.bat.]

7b. If you are using the old version of BlockTool, open oldbt.bat to apply oldbt.asm to your ROM. If you decide to later switch to BTSD, you don't need to change anything for the SMB3 Pipes to continue working. [I use BTSD].

8. Open Lunar Magic's 16x16 Tile Map Editor and go to the page you want the SMB3 Pipes to be on. Note: Nothing else can be on this page! Hit F2 to load the Map16 tiles and F9 to save them to your ROM. [This step was kind of weird for me. When I opened the rom, Map16 page 4 was covered in random tiles, and pressing F2 and clicking 'yes' didn't do a thing.]

9-If you want to use the graphics I added, hit the Red Mushroom button in Lunar Magic to extract your Graphics. A folder named "Graphics" should be in the same directory as your ROM. If all you see is a file named AllGFX.bin, go to "Options" in Lunar Magic and uncheck "Use Joined GFX Files," then re-extract the graphics. Copy the files in the "GFX" folder and paste them in the "Graphics" folder. Then, in Lunar Magic, hit the Green Mushroom. This will reinsert the graphics to your ROM. Refresh the level for the changes to appear. [Did that- Nothing was different.]




Uhhhh... Did I miss something along those steps I failed at?



EDIT: Nevermind, figured out one little error in the Readme: It's supposed to be F3, not F2 (F2 is apparently for saving the data to Map16Page.bin). Don't know how the glitchy tiles got there, but...

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After inserting FuSoYa's screen scrolling pipes into my level, the game won't load in ZSNES! It loads the "Nintendo Presents" thing, then it starts playing the title screen music, but the game itself doesn't appear. Help?

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Yeah, I figured that one out. Then I ran into another problem... Although the pipes appeared in Lunar Magic, when I tried testing the rom, it stopped loading after the "Nintendo Presents" and the title screen music. How do I fix that?

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I'm not sure, but I think it didn't work because I slightly edited the rom. Either that, or inserting a single Map16 (SMW graphics) block counts as inserting custom blocks.

Anyway, I'm going to retry.


Also, that glitch has happened in several hacks I've tried, such as Brutal Mario, which won't load the graphics for some reason, or a lot of MoltovMarioWorld's insanely hard hacks (they say when opened in Lunar Magic, "ExGFX**** could not be loaded."). Anyway to fix that?




ANYway... *Retries putting in the pipes*... Nope, still crashes at the title screen. -_-

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Did you remember to insert the palettes? That seems to be the problem.

You can't just insert the graphics. You also have to insert the custom palettes, as sometimes SMW doesn't have the colors you want.

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There IS a formula for the coin blocks. I believe it goes a little like this:


a(function(onHit)=x(y)-(m))

Where function(onHit) is when mario hits the block on the bottom, x is Mario's horizontal speed and y is his vertical speed, and m is the games memory of previous hits. The a is just there for programming reasons.

As I can't actually look at the game, this is just what I'm assuming they used (in english terms), but its possible they put a whole long line of functions just for the heck of it.

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Thomas' Profile - Posts by Thomas

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